The Caves of Cold Death

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By Scott Myers, Daymon Mills
Shadow Drifter Games
OSR
Levels 1-2

Being hired to accompany a noble on a bear hunt was supposed to be an easy way to make some gold during winter. But when a frost dragon chases the group into a mysterious cavern, survival and escape become the goal. Not to mention keeping the nobles alive to prevent them from becoming wanted men.

This 31 page adventure uses about thirteen pages t present thirteen rooms in a little cave/dungeon complex. Mostly linear maps, and an escort mission, with a whiny aristo, what more could you dream of? You stab things in underdescribed but over-explained situations. Is this the Tree of Woe?

I’m not the biggest fan of these “inciting event” adventures, but I know they have their place. As a First Adventure, this is how the arty gets together, and you bond over all becoming outlaws because you let someone die or you bond over your hero status because you saved him, and thus the rest of the campaign is launched and you all know each other. This is general handwavery stuff for me in my games, but I know some people want a little pretext, hence a starter adventure like one.

You’re hired by a dipshit heir for a bear hunting expedition. He’s a whiney shit, has a loyal bodyguard, a tracker, and four or so men at arms besides the party. On day two you find a bear, and then a dragon swoops down, kills the bear, and corners your little group in a cave. Oops. But, hey, bodyguard dude thinks he saw a door in the rear of the cave, it must lead out, right? So you snake through a small, mostly linear, dungeon until you pop out the other side. Whiny aristo heir will be dead, in which you get a bounty on your head by dad, or not dead, in which case maybe you get some cash or maybe you get some hero status from a grateful dad. The escort mission, with the whiny brat, is just the campaign kickoff. If the campaign is on a deserted island then you gotta wreck on the island first, so we can allow a little more leeway. Besides, there’s no real moral judgement here, just dad doing what dad does, using his power, if the party are shits. IE: there’s a balance to tormenting the PLAYERS, and this handles it fine.

The actual adventure, though, is painful. We can place this squarely in the “just another linear hack” category. And, straight. I might have gone a little farcical with it “oh, whats this big red button do?” and so on. But that’s not to be found here. Just a room with some skeletons to kill. Or some goblins to kill. Or some giant spiders to kill. Excitement abounds. Stabbing is a means to an end, not an end unto itself. 

There is a trap. An arrow trap specifically. It takes a page to describe. Classic trap and door porn where there’s a fixation on it. An unwarranted fixation on activation, reset, deactivation and so on. With diagrams. At least its not the kitchen room that “appears” to be the kitchen. *sigh*

Let us look at the first real chamber you encounter: “This large, cold room has only one prominent feature, an intricately carved fountain. The stonework fountain is covered in carvings of manta rays, sharks, and other powerful sea creatures. Filled with fresh but frozen water, the fountain has a mechanism beneath it that used to cause it to flow; it stopped working long ago. This room is filled with skeletons waiting for the door to open after hearing the group in Area 3 moving stones. These skeletons have only the barest tatters of clothing and armor left on them (both styles are a few generations old)” The mechanism stopped working long ago. Great. The fountain does nothing, its window dressing. Nothing here really does anything. It’s just a long description of nothing important. Just like: “The ring is a ring of invisibility. Studying the skeletal remains with a successful and appropriate INT Check would determine that the skeleton is of a male elf, and the bones in the area of the sternum and ribs have several deep cut marks, most likely caused by bladed weapons. Anyone rolling an 18 or higher on the roll would determine the skeleton has been dead for less than twenty years, and minor gnaw marks indicate the flesh was eaten by small creatures (rats).” Nothing here, beyond the ring, is important. The dead body, the slashes, the aging, the gnawing. None of it matters. It’s just padded out detail for the sake of being padded out. 

So, suffer through some long and meaningless descriptions that lead to nothing but hack after hack. Bumbling aristo, overprotective bodyguard, terrified men at arms, solo guide … none of it really comes in to play in the various rooms. The men at arms don’t even get names or personalities.Dude needed to be 3 days and a wake or something, with another one Hicks and so on, They were there, use them, don’t just hand wave them. 

This is Pay What you Want at DriveThru with a suggested price of $2. The View of the Pre is three pages and shows you absolutely nothing but the credits and the chapter page. The purpose of the preview is to give a potential buyer a chance to check out what you’ve written, say, by showing an encounter page or something. SHowing the title page and chapter page doesn’t do that. At All.

https://www.drivethrurpg.com/en/product/548491/the-caves-of-cold-death?1892600

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The Cresting Pearl Light

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by Wayne Peacock, Dee McKinney
Kismet Games
OSR
Levels 1-3

A ragged sailor speaks of an island no chart has ever shown—one he claims rose straight from the sea, crowned by a bone-colored lighthouse that casts shifting, multihued light across the waves. His tale might be madness… if not for the opalescent, fist-sized pearl he carries as proof. When both sailor and pearl end up in the possession of Gokleve’s notorious twins Valde and Valada, the pair hires you to voyage to this impossible island and return with whatever pearls you can pry from its shores. Are the pearls the true prize… or just the bait?

This 28 page adventure uses six pages to present seven rooms in some sea caves that have you fighting. Right out of the 4e era, you’ll be stabbin and everything else is a pretext. Or maybe it’s the 3.5 era since there’s not much terrain. Whatever. 

This is weird. The sea caves, the actual adventure locale, are just a few pages long, six if I recall. The lighthouse, the one that features so prominently on the cover and in all of the adventure lead-in? Not covered. Or, rather, it is essentially a rock formation on the island. It gets about three quarters of a page description which amounts to “The lighthouse which pierces the island is a magical device, not a building.” There are a few odds and ends, like seaweed covering it, but that’s the description. Which I guess means you can’t go inside? Which is why I’m calling it a rock formation. It’s got that beam of light, rotating, at the top, which is clearly magical. But there’s no notes about fucking with it. About climbing the tower, flying up, or painting the lenses with tar or anything else. When you make your entire adventure about the fucking lighthouse then you’d better do something with the lighthouse, or have some way of communicating to the players “Hey, its not about the lighthouse” once they reach the lighthouse. Yes, you can see a cave mouth, which is where the party will end up, so, good on yeah matey. 

Ket’s mention the quantum blind dude. He’s on the top of a mast of a wrecked ship. Unless the party doesn’t go to the wrecked ship in which case he’s in a wrecked lifeboat at the cave mouth. Its actually called “QUANTUM [Dudes Name]” Why? He’s not crucial to the adventure, so why the focus on making ABSOLUTELY sure the party meets him? And, during that HUGE leads in to the adventure we get LONG sections about V&V, the crime lords who hire the party to go the lighthouse. Like, pages of this shit. (Clearly, we have a hard on for V&V the crime lords. And for the quantum dude, for some reason. Search me. But I can tell when someone is a mary sue DM pet.) With some nice fucking LONG  read-aloud. In Italics. In a fancy fucking font in italics, and long. Look, I promised not to do the screencap thing anymore, but come on man, this shit is falling closer to the illegible end of the scale than the legible. Weird flourishes at the ends of e’s. I guess its supposed to be nautical-ish? BUT ITS FOR THE FUCKING DM. The DM has to be able to read the fucking shit and communicate yor long ass soliloquy to the players. I’m all for tormenting the players with handouts that nigh illegible, but not the DM. The DM needs information presented in a way that they can absorb it and transfer it to the players in an efficient and effective manner. Also, the island “appears to have a working lighthouse.” There’s a giveaway if I ever saw one. No. It has a working lighthouse. There’s a tower with a light spinning at the top. As far as anyone else knows its a fucking lighthouse. Nobody needs to know it’s not actually a lighthouse. (Although, isn’t it? Is it form or is it function? It’s tall with a rotating light you can see. It’s a lighthouse. The purpose of the light is to attract ship … so its function is not that of a lighthouse?) 

Oh, what am I bitching about here … the interactivity is just stabbing shit. Go in to a room, stab the monster, go in to the next room, stab the monster, go in to the next room. Repeat. There’s a person or two (See Also: Quantum Dude) who are like “we shipwrecked!” and are now have facehugger ova in them. They get, maybe, one sentence. Actually, most things get one sentence. Stab stab stab. Stab stab stab. I’m gonna call this a 3.5 adventure since there’s stabbing without the terrain effects needed to make it a 4e adventure. 

Room two of this exciting sea cave adventure: “2. Nest. The nest is home to the tenders.” Are you not eNtErTaInEd?! There’s a couple of bullet points for the DM to embellish upon, but the core room dynamic is more than a little lacking here. And, it’s just stabbing after all, so any description is just wasted. I guess this genre is for people who want to play mini’s but, I don’t know, want more? Roguelike D&D where combat is the main thing but you can level up and the graphics are raytraced?

And that’s all too bad because there is some imagery here and there that is decent.  “Bodies lie about the wreck, some wedged into the rocks where golden crabs feed upon them.” Noice! Always great when the crabs have some steamed human legs. And eyes. Nothing like a good rotten crab feeding frenzy to conjure the nausea, or, there’s this water elemental you can meet. It looks like an eel, its totem creature. That’s a great idea. Its tormenting a fisherman: “darting under to menace the trapped fisherman. The fisherman was harvesting eels, the elemental’s totem species, which pissed it off. It now plans on drowning its victim, Lars. The more prolonged the terror, the better.” That’s great! I mean, it’s all useless here since you’re just gonna stab it. But the potential man … and lets make lars desperate, so even though he KNOWS there’s this eel creature, there are also a lot of eels, and his families hungary, or he owes a lot or something. And maybe tie that in to the crime lords? Who have hired you. Great! Or, we could just put in some backstory for no reason and then just make the encounter a combat. *sigh*

This is $3 at DriveThru. The preview is the first four pages, which is useless. Title pages, credits, one page of background. The purpose of the preview is to show us enough so that we can make an informed purchasing decision. Like, show us an encounter so we can understand your style of D&D.

https://www.drivethrurpg.com/en/product/548411/the-cresting-pearl-light?1892600

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ANKHEG

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By Connor McCloskey
Black Gambeson
Knave
"12HD worth of characters"

TWO MONTHS AGO: The hedge-wizard Inatuy hired a troop of dwarven miners to excavate a sensitive area, beneath which he believes he has discovered the location of a potent magical artifact, The Key of the Condemned, rumored to allow a dying man to entrap his executioner at the moment of death, and live on. The dwarves made swift progress, and the hedge-wizard was impressed until two weeks ago when they failed to report their status. After a second failed report, he has hired a contingent of adventurers to investigate.

This eight page adventure presents about eighteen linear rooms in a dwarf mine. It’s Aliens, but with ankheg. Decent descriptions some nice horror elements. I am unfairly turned off by the directness of the appeal to Aliens rather than In The Spirit Of. 

I hate comedy adventures. Just to be clear, this isn’t one, I’m just saying that I LOATHE them. Some humor in an adventure is fine, but I don’t like joke adventures. D&D doesn’t have to be serious, but when humor comes in it works better than when it is forced in. But, let’s say I come across the greatest comedy adventure ever. It’s perfect in every single way. Except it’s a joke adventure. All Mordenkainen Movie Studios and shit. There is no reason for me to hate it. ID STILL FUCKING HATE IT. 

This is Aliens. Some wizard gets some dwarves to go find the key of blah blah blah and they excavate a mineshaft to do it. Wizzo doesn’t hear from them for two weeks so he sends you see what they are up to. You find the place looks deserted, somewhat wrecked, and signs/body horror slowly reveals itself. So far I’m down and loving this. A nice ‘inspired by’ idea, but this time with an ankheg next. I’m down with taking a monster from the game and trying to craft a slow burn/build up horror adventure out encountering it. 

“You arrived at the mouth of a broken dwarven mine lift shaft in a small natural cave, chains dangling down into darkness with no sign of the lift itself. Small natural rivulets of water leak from the surrounding cave, and the sound of clinking chains & dripping water echo somberly up from the dark.” Hey, so that’s not bad! Chains DANGLING downRivluts LEAKING from wall, The sound of CLINKING chains. Somberly is a little purple, but whatever, it’s a decent description. And, as the entrance to The Mythic Underworld it’s not bad either! In that hole adventure awaits! How you getting down? Or, how about “Smell of vomit near unbearable. Once a cozy set of stables, the straw and dirt here are slick with the pulpy remains of three emulsified mules. Two large puddles of some sort of caustic biological waste burn the nose and block the path ahead.” The room title here is “Grisley Stable”, so the “once a zo stable” portion might be redundant, but it’s also not droning on, so we’ll let it slide. Otherwise, smell of vomit, caustic puddles, burning the nose, PULPY remains? Sounds great! This is all a part of the build up. Getting the party on edge. Really earning that first ankheg warrior attack. That attack, mot likely coming as a wandering encounter, will be earned and SO much more than just an attack thanks to the build up these early rooms provide. Nicely done.

Th dwarves had a pet badger, Jonesey, who is happy to see you, and gets visibly nervous when there are hidden monsters near. Ok. Sure. Lizard the little dwarf girl is hiding in a hole, the last survivor. Uh. Ok. There’s a sensor crystal to track incoming hostiles. Come on man. This isn’t an homage anymore. There’s a clay colum called Wehlun, or whatever that name is, who is a little sketchy, or can be. Dwarf chick is trapped in wall, half live. Uh huh. And, of course, there’s: “DWARVEN BURROWER (RM. 15 / 12): Large walking dwarven mining machine mech suit” 

You lost me man.

I was pretty much down for a horror thing with ankheg, and taking some vibes from Alien/Aliens. But this is on the edge of farce territory, or at least a direct retheming. Sensor crystals. Recording crystals. Nah, I’m out.

Should you be out? Meh. It’s essentially a linear map. So you’re having “ an experience” rather than doing an osr rpg. Which maybe you’re cool with. The descriptions are fine, the build up is chill. The body horror has elements of The Thing without leaning too heavy there, The elements are all here. I just can’t run something this linear or something that is this close of a emulation of a movie. 

Perhaps, though, there’s something original by the same designer?

This is free at DriveThru.

https://www.drivethrurpg.com/en/product/548230/ankheg?1892600

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Tagma Angelikon

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By Christopher Letzelter
Anachronistes Press
1e
Levels 3-7

Player characters are called upon to remove invaders taking up residence in the land recently granted to a local nobleman. After his surveyors and retainers were killed or driven out, it’s obvious that this problem is bigger than just a band of upstart humanoids – does your adventuring party have the brains, brawn and grit to secure the place?

This 48 page adventure presents a ruined abbey and grounds with around ninety rooms on several levels. It’s gt a great realism vibe and the 1e crowd will be thrilled. It’s also more than a little wordy with the DM text, with all that entails for usability.

Sir Useless has a new land grant and sends in his surveyors. They make it to the site of an old abandoned abbey that everyone knows about. One dude returns, everyone else slaughtered. Sire Useless sends in his men to clean up the humanoid problem. Only two return, everyone else slaughtered, so he gets some specialists. The abbey has some grounds, also detailed, and is mostly ruined, so you get a couple of old parts of the abbey, ruins, an upper floor and a couple of dungeon levels which represents their basement area and some catacombs. This is supported by some nicely clean and gone maps. It gives the impressions of realism while the ruined walls, collapsed areas and the like provide ample opportunity to adventure. Nice CC maps, I think, without going overboard, exactly the right mix of legibility and art. Or, would be if it had reacting monsters on it. Cause I’m gonna print out the map and mark reacting monsters on it so I can run the adventure. WHich means that the designer should do something like that for me.

I want to call out this encounter description on the abbey grounds, which I think exemplifies the spirit of the adventure. The read-aloud is “Copses of hardwoods grow at the long ends of a stagnant rainwater pond. Algae and pond scum float on its surface among reeds and cattails.” and then the first line of the DM notes: “The water surface is about five feet below level land, exposing roughly twenty feet of muck and mud all around its perimeter.” It goes on a bit more for the DM notes but that’s a decent little description both for the players and then a little more to help the DM bring the encounter location to life with the ring of muck. Pretty nice. Oh, hey, yeah, the reason I’m calling this out is because the GREEN SLIME in the water!! Dude told you it was there! Stagnant. Algae and pond scum floating. And you stuck your fucking hand in it?! After wading through the fucking mud?! This is a perfect example of verisimilitude working in an adventure. The creature chosen fits in to the environment perfectly. Abandoned abbey grounds, so we get the stagnant pool, and then the perfect monster choice for the stagnant pool, placed in a way that is obvious in retrospect. That’s good. And while not every encounter reached these heights there are enough of them trying to do this that this kind of “fantasy realism” comes through. Enough to have fun but not enough to be boring.

The village description, where Sir useless has his manor, gets the following description: “traveler-friendly amenities include the tavern, an inn/ procurement house/brewery, a temple (aligned with NG or LN deities), and Sir Feris’ estate (there is a modest guest cottage on the grounds of his walled estate);” That’s fine. This isn’t a village adventure. It hits pretty much what the DM needs. I could quibble about inserting a fun name or fact, but it’s good enough. What the adventure does do, though, is go through a little description of the seven or eight strangers that have passed through this off-the-beaten-track village in the last couple of months. Perfect! If you ask around about strangers, as one might, then this is what you’re going to learn. That IS where most of the effort in the village should lie. Or, at least IN THIS CASE. We provide what the DM needs in the situation they need it in, not as a rote exercise in all cases. 

The abbey grounds are fine, as I mentioned before. A little fighting, a few things to puzzle out. Undead in the catacombs, unaligned necromancer in the upper floors with with retinue of hired NPC’s and gnolls, with a few natural creatures/monsters tossed in. Decent little en vironmental things. Treasure feels a little light on coins in a gold=xp game, but a decent number of magic items also. It all kind of channels that spirit of the sample dungeon in the 1 DMG, from the secret door to the scroll in the stream. 

But, it’s not for me. Maybe for you. But not for me. And you know why. Mucho Texto, along with some very basic formatting that does little to alleviate the text overflow. There’s bold for the read-aloud, and super-duper bold for more emphasis, with italics. It’s all pretty basic and a little overwhelming to the eye, making it seem like EVERYTHING is important. But, meh, not my fav but I could I guess get over that.

The degree of text present here is quite large. And I don’t mean “relevant text.” There is a substantial amount of backstory present just about everywhere in this adventure. Most of the abbey is a ruin because local villagers took the stones, but left most of the main abbey intact because of superstitious fear. Ok. Does this matter expect to explain WHY the abbey is partially ruined? I don’t think so. And there is almost never a reason in a D&D adventure to explain and/or justify something. Yet we see that over and over again in this. In addition there this is kind of appeal to the historical abbey and its usage. “These fields were used for combat practice – the north for equestrian use, the south for melee training. The path was built of tightly-fitted slate flagstones; most of them have been removed, the rest carpeted by a century of dirt and grass overgrowth.” None of that text matters. The flagstone doesn’t exist or can’t be seen. This is straight out of the Dungeon Magazine trophy room nonsense description, the worst room description of all time, or at least in this aspect. 

I can appreciate that this is a pretty damn good historical abbey ground. (And, again, nice map!) And I DO find the stone removal for houses appealing at some level. Yeah, this is the way things work. But it, and so much more here, has no impact on the adventure beyond really leaning in to that historically accurate thing. But you have to balance that with usability. And making the DM dig through a lot of not-pertinent information that is interesting trivia in order to get to and/or not emphasize the important parts of the rooms shows a lack of understanding of how a room entry is used and, in fact, what its purpose is. Some of the rooms approach wall of text territory, and no matter how much the “well _I_ like that stuff” crowd want to crow, wall of text territory is not good. 

This is an ok adventure and it has that kind of lower-fantasy vibe that I find appealing. Maybe a little too staid, with the appeals to THE FANTASTIC coming mostly through churchy shit. But, I can see people wanting that. What I’m having a hard time with is that there are NUMEROUS other adventure that one could select that DONT have the wordiness/usability issues this has. I would almost always pick up one of those and select it rather than this one. I could quibble about monster reactions, coinage, level fives, and so on, but, in a world in which every adventure ever written is available, why torment yourself?

This is $8.50 at DriveThru. There’s no previews. You gotta put in a preview man! At least showing a few encounters so a prospective buyer can get a sense of your writing and formatting style so they can make an informed decision.

https://www.drivethrurpg.com/en/product/551514/tagma-angelikon-ap009?1892600

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Highway over the Mountain

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By Edwin Nagy
Parallel Dimension Gaming
OSE
Level 1

Construction camps along a new mountain pass are being destroyed, and danger awaits along every twist and turn. Can your heroes uncover the source of these deadly attacks?

This 33 page adventure details a little wilderness journey and a small thirteen room mine full of murderous dwarf miners. It’s fucking weird; it’s got the underpinnings of something decent, but never goes all in on it and pads everything out terribly. Lost potential, I guess.

Getting trade goods from Town A to Town C means taking the river through Town B, which is run by a tough, and probably corrupt, business family who controls a portage. So Prince Dipshit builds a road through the mountains directly to Town C, bypassing Town B. Groovy. Except the road construction camps got attacked. Since this is an important project he hires a bunch of no-names to go figure it out rather than sending the army. Well, to be fair, the party is supposed to present each of the towns guilds, which does seem chiller. Playing up the guild angle would have been nice, but as is you don’t get anything more than “they represent each of the towns major guilds.”

And that IS the major problem with this adventure; it hints at things but never goes there. The “evil town” doesn’t get much more than the fact they are shrewd and a maybe a little shady. The freedom fighters get that “they meet in the basement of the local pub and are all talk.” Clearly these things, covered in the thirteen page intro, are meant to provide some play opportunities, false paths, other various sorts of entanglements and fun. But they don’t show up again. 

Instead you get to plod along a half-built road, with a work camp about a day apart, four in total. Here’s a sacked one. Here’s an abandoned one. Here’s one with three dudes in it. Focusing in on that last one, you have three guys patrolling camp. Nothing else. There’s a mention that they are charmed and that the party can roll to detect that they are. That’s it. Stats? No. Direction, like they attack, or challenge the party or something else? No. What do they know if they wake up? Nothing. In spite of this being about a column … of large type. What’s a boy in love supposed to do? “The horses are anxious to eat and drink not having been fed in a few days.” Ok. And the dudes? What about them. NOTHING. Absolutely Nothing. It absolutely boggles the mind how one could leave out something so trivial. And, there are lots of editors and producers and the like attached to this. 

No one cares. Remember. No one cares. Your publisher does not care. If something decent pops out then thats great, but they do not gie a SHIT. Someone, somewhere, has to care about the adventure that’s about to get published. Sometimes we pay an editor to care. Rarely a small press publisher cares. And seldom does anyone else. If you pay them then they care. If they pay you then they do not care. Usually. Blech. I hate it when I’m not optimistic. 

Somewhere along the road you’re gonna be the victim of a rockslide. Caused by a dude who triggers it. I guess the party sees him do it? The entire layout isn’t clear, there’s the road being constructed and a ravine and a dead-end and a mine entrance and none of it makes sense. In my own head I don’t know who you see the dude who triggers the rockslide (and then retreats in to the hidden mine entrance.) And, therefore, I don’t see how the party finds the hidden mine entrance. And this is important because this is where the actual adventure is. I’m open to being wrong here (Page 14 of the document/page 15 of the PDF) in that I’ve missed something or an not understanding something. But I don’t think so. So, good luck finding the actual adventure.

Inside the mine you’ll get a bunch of boring rooms that described in a boring way. “Crossroads This is the first area of worked stone, with passages leading in each cardinal direction.” Exciting! And then six lines of text telling us where each corridor goes. Joy. That’s the fucking map. That’s the purpose of the fucking map. I know some of you fuckwits like it when the text explicitly describes the room exits and where they lead, but I think we can all agree that when it SUBSTANTIALLY outnumbers the room description/text then we’ve lost site of the goal. Don’t do things by rote. Do them because they make sense in the situation you currently find yourself. Yes, there are guidelines, but don’t follow them off of a cliff. 

Anyway, inside you find some dwarf miners. I guess this is a kind of illegal mining operation and they feel threatened by the road being constructed. I don’t think there’s really any way to tell this. You can see where a barge might come up one of the mine entrances and infer, I guess. But, also, the miners always come screaming out of the darkness and attack the party. That’s it. No playing dice or whatnot. They just come charging out of a hallway and attack. All … eight of them? In two encounters? Plus Lareth, of course, in charge of everything, with no foreshadowing or hint. Wasted potential everywhere, Lareth. Mom always knew you were gonna grow up to be a failure.

Not mentioned: the single encounter on the wandering table that only occurs once. About a messenger found dead on the road. Roll twice on the random message table to determine the contents of his message. Don’t fucking do this. That’s not how randomness is used in an adventure. 

This is $5 at DriveThru. There is no preview. Joy. That seems to be a trend these days. We need a preview, a substantive preview that shows us some encounters, so we can make an informed decision on if to buy or not.

https://www.drivethrurpg.com/en/product/548592/arden-s-adventures-vol-2-highway-over-the-mountain?1892600

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Mayhem in the Market

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By Graeme Davis
Mondiversi
OSE
Levels 1-5

Rudgen’s Square is a small open space in one of the more modest parts of a city. You can place it in any city or large town in your campaign. Named after a long-forgotten hero whose cracked and weathered statue – now headless – sits on a plinth atop a fountain at its center, the square sees a modest but constant stream of foot traffic, and a few small-time merchants have set up stalls around the edge selling all manner of goods

This 22 page adventure details about four hours in a street market as things happen around the party. It’s two pages of content, padded out, in a museum tour of an adventure. At least it ends with people shitting and puling their guts up in public while zombies attack. It just needed more of that.

Dude claims to be the inventor of the “multi-plot” adventure, for Warhammer, back in 87. I don’t know, it’s just a lot of things going on at once. Maybe. I take it for granted now, but, also, the concept of Romantic Love, right? In any event, our definitions of “a lot of plots going on at once” are a little different.

You are sent to the marketplace to find The Maltese Falcon, or whatever. Slimy junk merchant has it and he wanted like a bajillion million dollars for it. This is the first place the adventure breaks down, and maybe the most critical. Do they just stab the dude and leave? Do they steal it and leave? Or do they hang around for a minute? The entire adventure hinges on the party hanging around for a bit. If they do not hang around the marketplace then the adventure is not going to work. For it relies on, about every fifteen minutes, some kind of event happening in and around the party. There are a number of plotlines, seven or so I believe, and they unfold over the next four hours at about one event every fifteen minutes, related to one of the subplots. A dude smuggling himself out of the city as a poly’d horde. Food poisoning. A Romeo & Juliet lovers tryst. The dude that has the Maltese Falcon has sold a crime lords kid a love potion that actually turns him green. Maybe the answer to DO YOU KNOW WHO I AM?! Should be Yes if its the crime lords son and you’re a shady merchant? 

Anyway, every fifteen minutes or so some observant person in the party, asking questions about whats going down, is going to be asked to make an intelligence check to get some kind of extra knowledge. I hope they succeed on the roll. A lot. Or else everyone is going to be quite bored tonight during the game.  

The inherent concept here, of having a lot going on, is in fact correct. That should be the default for just about any adventure, and a town and/or social adventure adventure especially. There SHOULD be a lot going on at once. That gives the world a lived in feeling and creates a sense of urgency; you can’t deal with everyone at the same time, right? Faction play in a dungeon. The outdated mind map relationships I like for villages/social encounters. But the problem, gere, is one of passivity. 

In a perfect world, for the party at least, you steal the Jade Skull and/or kill the slimy stallkeeper. And then leave the square. So don’t stick around. So nothing happens after you get the skull. That means that the action must take place between the initial bargaining dialog (“ONE BILLION DOLLARS!”) and the party putting in to motion their inevitable wacky scheme. And during that time they must succeed in a number of intelligence checks to see other trivia going on. And there scheme must take more than four hours to implement, all while they stand in the fucking square, so they can the rest of the plotlines develop. Oh, chick sitting by a statue alone. Dude comes up to her, her obvious lover. They approach the horse merchants. They go off together. Noblemen come in to the square looking for her. They leave. Couple comes back to hide ta the horse merchants. Etc. And this sort of thing unfolds for each of the plots. 

So the entire concept here is for the party to NOT take action. You must be in the square to see whats going on. You must be there at the end for the shit/puke/zombie fest. You must succeed on your rolls to get the context of what is going on. There are these competing passive things going on. It is, obviously, putting interesting things behind skill checks. Don’t do that. Share interesting things. Don’t make the party beg and plead over the course of four hours in order to be able to get the hook from the king. You WANT the party on the adventure and them invested in it. Watching what happens with the check, understanding a bit of the situation and missing other parts, is what is going to make this a fun and zany side-quest that the party is invested in. And then they must stand around, taking four hours to implement their plan, in order to see any of it at all. You want the party invested, so don’t put that shit behind skill checks. And rework the adventure such that the timeline is greatly advanced or something else, in order to handle the “stab and grab”, or some derivation therein, of the party. 

You know the deal, other than that how was the play? Meh. Some decent chaos at the end when people start shitting themselves and vomiting and a bomb goes off killing a bunch of people and then they reanimate and start Brains!’ing. That, alone, as the climax, perhaps deserves some set piece treatment instead of just another paragraph. The rest of the adventure is full of long timeline events that lean toward the prescriptive end of the spectrum as well as long descriptions of “The Stall of Martha Johnson.” And the bombing is pretty random. Some old woman drops off a bomb at the junk dealers, leaving her shopping bag, and then sprinkles poison on food at several food stalls. Which is weird. I thought it was just some kind of rando deus-ex thing, but there is another thread, one event in which a protection racket causes a mess at a food stall. So maybe its a protection thing? But blowing up a stall and killing a bunch of randos? I get that the bandits want revenge for a fake love potion, but, mass murder? That seems a tad excessive, even for an RPG?

Dude might be a fine DM. And he might have invented the “multi-plot adventure.” But this is not a good implementation, either in its form or function. Long backgrounds and trivia. Detailed events to dig through, a set piece end that is not a set piece. And an overall assumption about the length of the time in the market that is almost certainly not accurate. Yeah, we want to play the game tonight, but too much of that, or too blatant, breaks the illusion of agency.

This is $10 at DriveThru. There is no preview. Bad Publisher! No cookie for you! We need a substantive preview to determine if we want to buy it.

https://www.drivethrurpg.com/en/product/548756/mayhem-in-the-market?1892600

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Town on the Edge of Shadow

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By Christopher Wilson
Self Published
OSE
Level 1

The characters find themselves thrust into a fight from the very jaws of death in a dark cave system, only to discover upon their escape that they are in a strange realm. None of them can remember what they were doing before they came to this place…and they soon realize that more of their memories slip away each day the longer they remain here. Hunted at night and in the dark places of this confusing world, the characters must find a solution to their lost memories, or risk becoming a husk of their former selves, wiped clean of all that they once knew or loved.

This 137 page adventure has five “acts” that mashup the Tv show From, The Good Place, and being dead. It drones on, bores the DM and the party, and sometimes does something interesting. The amount of trivia here is beyond belief. 

Dude is pumping out about a hundred pages a month, so this is likely to be my last Christopher Wilson review. It says it’s not AI. Meh. You start the cave in a dark cave chased by monsters at level one. You have no memories. This is fine, it’s level one, it’s the campaign starter. You are then attacked by 2d4 shadows with 11hp each, AC7, and strength drain. Presumably you don’t all die. (Later on you get attacked by 8 ghasts. AC3, 4HD, paralyze. You fucking enjoy that.) Someone, I guess, exits the four room cave to find a road with crucifixes down it, the dead party members on it, clinging to life with 1hp each. You head down the road to a town. People in the town forget things.  At night monsters that look like people come out to try and get inside buildings. But if you have this holy symbol inside and the doors and windows closed then they can’t get in. Yeah, I like From also. Spoilers! I think it’s … well, I won’t spoil it. But let’s just say there was a popular book about two people in Victorian times. DONT FUCKING RUIN IT IN THE COMMENTS. Mail me instead 🙂 Anyway, after the first night you bury some dead villagers (why were they out after dark? It’s not mentioned?) and then you fuck around until you hex crawl. There are a couple of places to explore in a rather large map, including a lighthouse in the mountains. Yeah, I like From also. Anyway, eventually you find out you’re actually dead and meet Charon in a bar and he takes you over the Styx and his brother picks you up in this carriage. It’s a long journey, you listen to Bro drone on and on, you get attacked, and make it to the halls of judgement, where you get reincarnated without any memories. So it’s all pointless. 

The designer notes that this level one adventure is exceptionally dangerous. And that if a PC dies they can walk out of the woods or the ever present fog or something, back again. So. No consequences. Ever. For anything. Do you think it was supposed to be a nihilistic metaphor? No, I’m reading too much in to it. Drawing parallels between it and reviewing adventures? 

You meet Madge, in the village, who monologues a giant exposition dump of read-aloud. A lot of things are behind “roll to continue” checks, so you nly get to go on to that part of the adventure f you pass a skill check. Which is always dumb. Sometimes monsters are highlighted with bolded text in the wall of text. Sometimes they are not. No idea; you got me. 

There are hints here and there of more interesting ideas, that are almost never followed up on or emphasized. There’s a key called “A Dirt Path That Was Once a Road.” That’s evocative. There’s also this enoughter is a crying baby in a basinet. And when you go check the crying stops and you find a dead baby. Ewwww! That’s great!

But these little moments are few and far between. And I’m not even sure I’m be able to list any others that struck me as much as those two did. For the most part it is exposition dump at you and being led around by others with little to no consequences for your actions or die rolls. I like From. I think the way they leave you with questions is a PERFECT implementation of leaving mystery and things unexplained in a campaign world, a setting, a key, whatever. It makes the mind race for an explanation, gets you excited, you want more. And, the core concept is decent, being implemented here as a village with a road and monsters that come out at night. It gets far, far weaker when it transitions in to the Undead/Stux/Charon nonsense once you find the ferry. The wilderness crawl has a point or two that is good, such as dead baby manor, but it just doesn’t feel meaningful or like it advances anything, either in the plot or in the characters.

Aimless, I think I’d call this. It doesn’t feel like free-form D&D and it doesn’t feel like plot D&D. As if, perhaps, the designer didn’t really know what they wanted to do here.

This is $9 at DriveThru. The preview is a pretty worthless first eight pages. It needed to show us some keys or something else of the actual adventure.

https://www.drivethrurpg.com/en/product/542852/town-on-the-edge-of-shadow-ose-edition?1892600

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Eastern Spark

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By Greg Daley
Tarichan Games
1e
Level 1

There’s work a-plenty at the edge of civilised lands. Can young adventurers help a local community and forge new ties? A village at the far end of civilisation offers our novice adventurers employment, and the chance of advancement. Do the scrub and plains beyond The March offer discovery, daring, or death? A shady offer of work at the hidden gnomish settlement of Opus beckons the adventurers into the wild. Can they truly fathom the danger that awaits?

This 41 page regional sandbox presents one of the more grounded and fun versions of a local starting setting. Each site has something short, a line or so, that is also memorable without being over the top. It is also clear that the designer has no idea how to present and format information. But interactivity, relatability, and specificity? It brings it without going over the top.

Man, this thing is great! There’s no wormhole monsters or saving the world or anything exotic or set piecey. I’m not even sure there’s a whole lot of treasure in it. But what there is a game world full of shit that you are just BEAMING to run as a DM. Glee, just glee. Or, maybe, scene after scene that builds to a great finale. 

You’ve got the innkeepers perhaps making some inquiries, on the side, for “Thieves’ Guild financier Clarence Stoddard, staying upstairs.” There’s something interesting, the thieves guild financier. In a regional encounter, the party comes across a farm with a fence around it and a horse grazing in it’s pasture. You watch three men take down a fence railing and approach a horse. Hmmm. Then a middle aged woman comes running out of the house with a sword … horse thieves! Horse thieves in D&D?! Of course! Everything is taxed, labour allotted for, and someone out to steal it. I’m an idiot for not thinking of this. It’s obvious. And the  three dudes on the road taking down a fence railing. The party is just going to stand there and watch. They won’t know. And almost certainly be just as stunned as I was. And stunning me in a D&D adventure is a rare event. Those witches that were harpies got me in that one adventure. And the horse thieves in this one got me. But it’s so natural. The designer TOLD you what was going on. It’s so natural. In one place you might go out with the fishermen to catch some fish. You ever go out fishing with the dregs of the earth? “Those who go out with the fishers may get into arguments with them. If there is an argument, the fisherfolk will turn violent.” This is fucking great! A surly fisherman, just drinking enough to be pissy, breaking the parties balls, starting fights, hazing them. OF COURSE the fishermen are a rough crowd. Duh! I love it! They may also make some conversation with the party. Asking about their lives, where they come from. “If they believe the no-one knows they are here, they may attempt to drown them.” Gah! “Yes, I am travelling along and no I have no friends or family at all and no one knows I am here and I am traveling with a large amount of expensive gear. Why do you ask?” This fucking shit is wonderful. A herald in the inn taproom announces news in a great way. It FEELS like a dude stopping by to spread the news. 

There’s this whole element of some druids causing problems, with a lot of little quests and tasks that the party can perform, some that track with the thieves (pirates and shipwreckers!) and some with the druids and some isolated. Things end up with the party returning to the town/village and seeing dead bodies and animals attacking people! Packs of dogs! Wolves! More! Fucking Earth First druids man. D&D: if you have any alignment then you’re the problem. Anyway, shit kicks off in to high gear. At least in terms of the shit I love in an adventure. You gonna maybe meet three fellow adventurers kicking the shit out of some wolves. You geta bit about them and then “These adventurers are slick, amoral, and spend freely on alcohol and meals. If a player character hangs out with them, they may easily leave them with the bill for entertainment. Ser Christan is particularly well connected, coming from a prestigious family in Origee (the nearby civilised province)” You know the type. And here they are! How about the bar?! “Barkeeper Jasque and her husband cook Ferdo have closed up the inn, and even blocked the fireplace. Several villagers wait in the bar, drinking from boredom or tension.” Every apocalyptic movie ever has sullen people holding up in the bar. And here it is!  “Nalia will crush on an adventurer who helps save them, but her affluent family will overrule and engage her to a titled, or landed bachelor” Fun! Hey man, the village school has kids hanging out of the windows hooting and jeering. Fuck those brats! How about the town well, eh? “The well of ancient stone has all four side basins full, but no-one is around, and this area is still. A sound rises from the well, like the skirl of bagpipes. A nightmarish, heaving, hairy carpet washes toward the characters.” Fuck yeah! Classic!  These fucking things are short. Almost all of the good shit in this is. It reminds me of the very best of the hex encounters in Wilderlands. “Here is something greatI can build and riff off of. I can’t wait!” Except I think maybe this does that better than WIlderlands. The scale is smaller, and thus you can have perhaps some more interconnections and so on, which perhaps helps. It doesn’t drone on. It doesn’t skip the mechanics. It fucking hits hard and moves the fuck on, letting you riff. And it’s fucking great at it! 

What it does NOT do well is almost everything related to actually publishing an adventure. Dude knows what makes a D&D adventure good and almost nothing at all about how to format one. It does have two column. But the words and tables spread across pages and columns in weird ways (Guy Fullerton has a series of articles about the most basic of layout issues: http://www.chaotichenchmen.com/2012/05/publishing-tips-introduction-and-order.html) There’s a kind of lack of summary of the situations going on, at least in a way that makes sense and a potential DM could follow. The formatting is such that the encounter areas are hard to pick out and had to tell when a new one begins. Following threads from A to B to C could be reinforced a bit. The chaos of the village attack needs a little summary of MAJOR things that could attract attention. 

It’s fucking great is what the fuck it is. But, also, it has those ease of use/formatting and layout issues. I do fucking love the shit going on here. It’s perfect as a starting region. Get to know people. Shit goes down. This iis going to take some study and a highlighter, but it is packed with good stuff. If dude can figure out the mechanics of layout, editing, and publishing then their next could be really good.

This is $3.36 at DriveThru. The preview is three pages and shows you nothing with which you can make an informed purchasing decision with. Shitty preview. 

https://www.drivethrurpg.com/en/product/549622/em1-eastern-spark-old-school?1892600

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Silvandor and the Shattered Light

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By Jack Frank
OnceWas RPG
OSR
Levels 4-5

The elven city of Silvandor has stood for ages, guided by Yavanna’s light. But with the shattering of the sacred artifact that once banished the demon Malthar, a dark change spreads through the Eldertree Forest. A growing cult of lycanthropic elves—the Sereg Ithil, or Moonblooded—claim their curse is not corruption but ascension. Though the Light of Yavanna has been recovered, it is cracked and weak. Before it can be restored, the Moonblooded must be stopped. They gather in the ruined city of Ithol Lael, preparing to unleash a wave of lycanthropy across the land in Malthar’s name. Lady Lorien cannot move against her own people without proof or risking civil war, so she calls upon you—outsiders—to infiltrate the cult, uncover the truth, and put an end to the Moonblooded threat.

This forty page adventure uses about 22 pages to launch a lot of monologue at the party in a series of brief railroaded encounters. It’s a plot!  It’s a story! It’s boring.

I’m unfamiliar with the system, OnceWas. From the adventure, it looks like it’s a basic kind of D&D with some skill checks added in, and an adventure that seems a lot like a late 2e/3e railroad/plot/story thing. Some kind of bullshit DM story is not my bag baby, but I’m going to try and keep those opinions, about how shitty and misguided that entire nonsense genre is, to myself. 

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We see the start of the problems with the DriveThru page. There is no description. None. It’s entirely blank. I’ve spoken at length on the Scum of Humanity just pumping shit out to to make money, be it through AI or hand-crafted. This is an age old problem, with scale perhaps changing but not that it exists. But, on the other side, if you’re NOT just grinding out $100 a month by ruining joy, then presumably you’re doing it because you love it. In which case you should be taking your time and really polishing your work. Really trying to put the best product out you can. After all, it reflects not just you, as a person, but presumably the joy you have in the game. I am mystified by folks that don’t do this. I can, certainly, empathize with loathing your creation so much that you want to either burn it or get rid of the chore of working on it by publishing it. But, otherwise, you’re either a grifter or should be taking joy in your work? So, why be sloppy like this?

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Speaking of sloppy, here’s a couple of pages of read-aloud from the three room cave with elven werewolf cultists in it that serves as the climax of the adventure. You see where that read-aloud ends, right above “Northern Pool”? I’m certain that that is where the big climactic boss fight is supposed to be. But it’s missing. There’s nothing there. No one cared, not even the designer. Just fucking look it over once you’re “done.” Or, better yet, get one other person to proof-read it. It doesn’t have to be complex. A simple scan of the document should be enough to reveal shit is OBVIOUSLY not right.

Your town is infested with wererats. You’ve got a broken Phial of Galadriel. You go to an elf town. Queen elf tells you they can repair it in three days. While you are guarding it a read-aloud has a werewolf elf steal it. You go to their cave, above, and don’t get the fight details. End. There’s maybe one encounter in the woods with a werewolf elf. You’re not making any choices in this.

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Everything is very high prescribed. Read-aloud for everything. The DM notes say the tone is Moral complexity, tragic antagonists, beautiful but fading world, but none of that is really present and/or the DM isn’t really assisted in brining that tone in to play. Which is what proper design should do.

This is $7 at DriveThru. There is no preview. Bleech!

https://www.drivethrurpg.com/en/product/549236/a5-silvandor-and-the-shattered-light?1892600

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The Rugged Ridgeland

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By Jonah  Lemkins
Self Published
OSR
Levels "Low"

Long have these borderlands been sparsely populated by only the savviest and hardiest folk. But now, moves are being made, deals are being cut, and new & old evils are rearing their heads. Heroes are in short supply – and sorely needed. The fate of the Ridgeland is in your hands!

This 28 page ‘adventure overview’ presents seven hexes, each with a number of sites in them, and four ‘dungeon ideas’ in a small wilderness area brimming with shit going on. Bryce likes a lot going on and this certainly does that. It also cheaps out on “adventure” by just giving some guidelines instead of actual adventure. It is an intriguing concept, though, even if it’s not an adventure.

This thing is weird. I guess it’s actually a fluff piece of a regional supplement. But it’s done in a style more reminiscent of the Ready Ref Sheets with very little fluff and a lot of intrigues. It’s a section of land 18 miles across with a lot of intrigues, major and minor. And there’s a sentence or two for each little thing going on. And almost nothing else is present. There’s none of this “Gondorians wear purple scarves on Moonday” kind of shit. Padding is almost nonexistent. And there is a WHOLE lot of The miners are skimming off the top, the silversmith is cutting the silver with copper, the miners hate their rations and are eager to trade, a think b are pagan heretics, Kent leads the brigands, Kent hates the brigands and wants out, and about a bajillion things more.

I don’t know if I can adequate describe an overview. We’ve got a town, with a bridge in it being the only way to safely cross the nearby raging river that cuts the region in two. We’ve got some miners in the hills. Ghosts are popping up in their mines. There’s a village, full of pagans, who want to build a bridge. Financing in a somewhat complex land deal with some corrupt mine territory players., smelters, etc. Bandits in the woods robbing individuals and running protection racks, factions within them, wildmen in the hills abducting people, a cult (which, frankly, seems benign, though they are of note, in comparison to the other shits) Rumors everywhere. Open-ended. It’s fucking JAM PACKED with shit going on, people wanting things and trusting the party over time, and just about everything else under the sun. This place feels ALIVE in the way that only petty self-interested people can make a place feel like. Recall I like to harp on the fact that people having interactions with other people, John Loves Mary who hate William, is the key to a good social environment? Well this fucking does that. Everyone has interests all over the place. I note, also, that the terrain brings a little to the table. Seven hexes, six around a central hex. We’ve got the river, with the one bridge in the main town, that serves as barrier straight across the hexes. And then also there’s a ridgeline cutting across them, with only two good paths down through the cliffside. Natural passes/chokepoints, full of ointrigues!

And then there’s … the content? For you see, all of those ideas are essentially just that, ideas.

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L’page typica

Each hex is going to have a few locations in it, typically. This is a screengrab from one of those. Note how you are creating your own monster. This is the ONLY hex it’s appropriate for … so the designer should have just tossed in a creature. But, then, also, “gold coins.” Well that’s exciting. Chunk of amber is a little better, with both amber and chunk being decent word choices, but there’s really no specificity to anything her. And everything is going to be like that. Just an idea.

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This is a dungeon. Obs

Those four dungeons it lauds in the marketing? That’s one of them. You like? It’s certainly something, but not what I cwould call a dungeon. The concept of a dungeon, maybe. And all of the content in this adventure is going to be like, the concept of an idea. “gold coins.” “Copper Caves.”

As an outline this is great. That kind of short-hand content dense (or, at least the potential for being content dense …) information that Ready Ref killed it with. Or, even, that the Wilderlands did well. Yu can get glimpses here.But, it just doesn’t do anything ever. It doesn’t go anywhere. It’s concepts and ideas. I’m not even sure it would quality as an outline. Maybe? Which is why I’m going to slap this down as closer to a fluff region guide than a sandbox or hexcrawl or adventure. It’s ALMOST those things, but its just lacking in so much. I suspect you could kind of run it on the fly and fill in as you go, riffing on things. But it seems like such a shallow experience.

I will note one of the better bandit encounters I’ve seen is in this, for all of my bitching about specificity. Dude in the bar might try and recruit the party. He’s got a good thing, a protection kind of thing. Noice!Dude hangs in the parties bar, they see him and interact with him. Befriend each other. Several sessions He drops a hint that he can make them some cash, and they find out that their bud is actually the local bandit informant in the bar. That would be great! SO, in at least one case, the writing inspired me. But, also, I’m looking for just a little bit more in the way of specificty than this brings.

This is $1 at DriveThru. The preview is eight pages and, as long as you understand that what you’re looking at is all you’re getting, then it does a good job of showing you what to expect. Just don’t expect more elaboration on anything you see.

https://www.drivethrurpg.com/en/product/548190/the-rugged-ridgeland-an-adventure-of-borderland-intrigue?1892600

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